 // Position of the view eye in world space
uniform vec3 camPosWorld;

// Reflected vector
varying vec3 R;
varying vec3 N;
varying vec3 E;
void main(void)
{
     
     // Create incident vector
	vec3 I = normalize(gl_Vertex.xyz - camPosWorld.xyz);
	E = I;
	// Calculate reflected vector
	R = reflect(I, gl_Normal);
	N = gl_Normal;
	
	// Transform vertex
	gl_Position = ftransform();
	
}

